Well its nice to see someone suggest something other than lockout timers, but negative aao is not the solution, as this is already in game, not regarding kills, but for keep takes, and it doesnt work, which is especially evident in NA times (which is partly population issue, but still, this doesnt help). To put it simply, the side with more numbers needs to get rewarded to get people out in the lakes, and to get people for the defenders to fight, otherwise no one leaves the wc. Its even more evident now that keeps give bags, which has put a little of that incentive back in game, even for empty keeps (which give almost no bags, which is a bad idea), and has resulted in a big surge in rvr the last week, even for NA times, but it wont last as people get gear and stop caring about bags.
AAO giving a combat boost is also a bad solution, not only because its silly (organized 6 mans already have a huge combat advantage vs pug warbands), but also because aao works across an entire zone, so you might have 40 people hitting a keep, while 2 people on the other faction sit at your wc one shotting people who arent with the zerg, meaning a massive disincentive to splitting up, and the opposite of what this game needs. You could make it only apply at a keep, but again, it would mean the zerg could never split up if they have to fight a super powered 6 man defending a keep.
The only combat bonus I can imagine working would be having siege/oil do more damage based on aao. Even that causes problems, you can imagine all the hate from people who steal siege or who camp oil for hours to leech renown, and it would also discourage splitting up, so not a great idea. But i'm sure someone will come up with something, as this is one of the major problems with rvr, and everyone wants to fix it.
Nameless wrote:the orvr system should be changed!
When the zones become less keep oriented and when other objectives at the lakes become more important orvr will become more appealing and the numbers will balance from itselves.
The point is that keep sieges are quite boring and repetative and the lagfest there is not fun for many ppl. Make orvr more dynamic, make map movement more important and the system may balance from itself
This is what i'm talking about. Make bo's more important, put in resource carriers (or something similar), give the zerg an incentive to split up, and give the opposite side more options for harassing the zerg, all while making sure both sides are well rewarded no matter the number difference. And there will be a number difference, thats not a bad thing, just make sure everyone gets renown and has fun without falling asleep at a keep take.